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Halloween Night

Archive: 6 posts


:star: Hi guys Here's my second level for Halloween (I know I'm late but I had a lot of problems with the thermo. ...)
Try to collect all the score bubbles to get the high score


:star: LBP.me link => http://lbp.me/v/qpbq5ns


:star: Some photo's :

47223

47224

47225


:star: So that's all guys, thank you so much
Oh and sorry for my english
2013-11-07 16:22:00

Author:
theflashback02
Posts: 9


Awesome, queued!

-hyper
2013-11-08 01:27:00

Author:
hyperdude95
Posts: 1793


adding to the queue box.2013-11-09 15:51:00

Author:
biorogue
Posts: 8424


Yay. Great level

Happy late Halloween
2013-11-09 18:14:00

Author:
avundcv
Posts: 2526


Thank you guys ^^

An other review ?
2013-11-18 19:00:00

Author:
theflashback02
Posts: 9


Hey there flashback! It's nice to see you've got another level out. ^^ (I thoroughly enjoyed playing through your previous level, Mystery Cavern) The following review will undoubtedly be lengthy as I shall post my thoughts while I'm playing it, as is my overly detailed style of feedback persists. Sorry if it's too wordy or there's a bunch of typos/awkward switching between past and present tenses.

So then, let's begin!

-------------------------------------------------------------------------------------------------------------------------------

Hop into the level, and what do I see, or rather, what do I feel? A magnificently orchestrated tune begins to play with piano tones abound, in a very organized level of wood panels and jack-o-lanterns. The multi-layer design has already gotten me impressed, all while lighting is set throughout the opening scene. Cobwebs, pumpkins, oh dear, I did say I like to get wordy, didn't I? The material selection is very nice, and so far it isn't overused one bit. It flows together nicely, and man, the vibrant tune just works so greatly in the background. At first, there's a slight tingle of creepiness to it in this old sort of building, and yet there's also something kind of elegant and cheery all around it. (two separate feelings that can be nicely attached to the use of something like the piano I suppose) There's a kind of whimsical feel to it that paints some vivid scenarios into my mind, especially regarding some proper-dressed children. And what do you know, this is for Halloween. The deeper tones also give off a slightly looming presence, like the monsters that might await. So without going into further detail, it's pretty much perfect.

A whole paragraph and I haven't even moved. I continue on the purple platforms, bouncing on with some nice, faint bouncy noises. Not too loud, but not drowned out by the music either. Atmosphere, without too much 'boing' in my bounces. Bouncing up to the next section, I go, and man, more great, cleanly cut level design. What's impressive about this is, having played "Mystery Caverns" a while back, I can see this is a big difference in style, and shows you have quite the variety with testing out different styles, and aren't limited to a particular look or feel to your levels. Material usage remains fluid and consistent, but I can't press on without staring at that mystifying (alright, pun intended..) pinkish fog passing by in the background. I'm not sure what kind of hacked rockets you used to pull off that effect, but it certainly works.

There are also more simply colored platforms to keep another level of consistently running, along with more sounds from the breaking of doors to the sound of flying up afterward. Uhm, let's see.... camera angles aren't being bothersome, points aren't messily thrown about. In the following scene with one jack-o-lantern stacked on top of another, I liked what you did with the dark wood covering up some of the pink fog, as well as the neatly cut, red, scraped wood. Going on up, the addition of the round-headed guy to the left of the red & blue bounce pads is a nice addition. His appendages are simply shaped but makes sense given the size constraint you put for it, otherwise it could wind up as a jagged mess. The slight back-and-forth movement of his left leg keeps him from being static too, which is nice. It's also probably more than enough for those running at a normal pace through the level as opposed to me, stopping at every corner. Now that my curiosity is piqued, I do wonder if the addition of a snoring sound could improve his presence even more? Nevertheless, the bent back shape and the movement of his leg keeps him from looking static or awkwardly placed.

The cardboard pipes and knick-knacks like bags, bottles and yarn sticks are nice additions too. There are also little ghost decorations placed throughout on the walls of the building, which looks good too. I'm trying to imagine in what case they could become a wee bit less static-looking, but I realize adding some kind of sound by them could end up only annoying players by the repetitive sounds as they move back and forth, unless if the radius is very small maybe. Trying to have them move around the wall all... ghost-like, might also be too distracting. Yeah, I think I'm just trying to complain about something. If you could pull it off though, it would be interested possibly seeing some little ghost decorations shown, quickly flying away of, hmm. I'll leave that one up to you. The consistency of sounds, and movements, whether it be the movement of candle flames or the slow rocking of that one man's leg, there's always something keeping things from feeling static like a number of levels I've played can suffer from.

The level opens up with some nice clean curves and object placement, and some bright, Candy Corn Orange platforms added in around to contrast the detailed textures already laid out. And I mean, look at all of that!

http://i9.lbp.me/img/ft/a09ca3eef080915e8de40a3d4bff49857b302f23.jpg

Creepy jack-o-lanterns hiding behind gates, some ghastly purple goo oozing right behind me, and fluttering ghosts, burning candles, and cracked wood panels throughout! Aside from the music, a little background sound might fit well with everything going on. Perhaps a faint creaking noise to accompany the spiked platform held up by the two platforms, as it moves up and down. Not too rapid or loud, but faint while also not drowned out, similarly to how you were able to handle previous noises. Aside from that, perhaps a mild sloshing sound from the goo as you pass by it, but I also understand that you wouldn't want too many sounds filling up the area, so that's up to you of course. Swinging on the orange circles, pressing the big red buttons and climbing the purple goo or scaling the macabre, crimson bounce pads is never frustrating.

Continuing forward, I actually notice the ghosts aren't as static as I thought, fluttering in the background, I guess their animations weren't as noticeable or I need to step up my attentiveness. xP So like I said, the addition of ghosts is nice. They might be spread over a bit too much, like those placed near orange rollers not as fitting as those peeking their heads from nearby walls and stuffed bags, but for the most part, they all fit real nicely. As I moved forward, I got myself equipped in one stylish purple helmet, shooting rounded purple blocks with their own bright color to solve the following puzzles. There are only a few of them using this power-up crafted and they all remain fairly simple, but they do help spice up gameplay a little. Seeing all the hard work crafted into making the level, I knew it couldn't go on very long, although the big puzzle fan in me would have liked to see some slightly more complicated challenges for the small amount we got. Still, the entire level didn't seem to act as a major challenge, and the accompanying sounds and tidbits were still nice, but I hope you can take future powerups further at least.

Agh, of course there were bonus points! And yet I missed them all. Well, I will have to go back to find those little devils, so for now, here's a little summary.

Pros - Practically everything
Cons - Further or deeper use of the block helmet would be rad, but that's about it.

No glitches were encountered in the playthrough of this level.

TL;DR...
FANTASTIC work. Clean-cut level design, very organized. No awkward or interrupting gameplay/cinematic camera transitions, material count is solid and everything is kept consistent. The music works on so many levels with plently of faint sounds strewn throughout with a nice choice of moving objects/decorations to keep things dynamic as well. As a reviewer who spends time going into so much detail and using up the level designer's time reading through it all, when I end up playing through great levels such as this, I almost kind of want to find something to complain about.

Sure, I would have liked to see the purple block power-up to be fleshed out a bit more, but aside from that, everything else is merely suggestions or thoughts for you to consider. They are tiny ideas that, subjectively could marginally help or marginally hurt specific scenes in the level, and thus are merely for your consideration. Fantastic job on this flashback, and not only is it great to see another well built level, but one that manages to go in several different directions than your last one, showing a level of diversity that should allow you to stand out as a creator.
2013-11-29 03:13:00

Author:
Dragonvarsity
Posts: 5208


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